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2018-02-13Initial removal of Scene.obeditCampbell Barton
First pass, some issues remain
2018-02-07Clay: Small refactoring of matcap_colors and put ubos into sldata.Clément Foucault
Ubos needed to be free correctly. Also the matcap colors are statics and does not need to be uploaded each drawcall.
2018-02-07Eevee: Fix SSR & AO on Vega + Mesa.Clément Foucault
Really strange bug. Maybe gl_FragDepth is broken on this implementation.
2018-02-07GPU: Remove Mesa + Vega hack.Clément Foucault
This is not needed anymore with linux 4.15 + Mesa 17.3.3.
2018-02-07Merge branch 'master' into blender2.8Campbell Barton
2018-02-06Object Mode: Add to EvaluationContext & DRWContextStateCampbell Barton
2018-02-05Eevee: Pixel Filter: Add parameter & rescale final LUT.Clément Foucault
2018-02-05Eevee: AA: Add Blackmann-Harris pixel filter distribution.Clément Foucault
This leads to a huge improvement of AntiAliasing quality. There is no other distribution now and there is not settings displayed to the user. That's for another commit.
2018-02-05Eevee: Style: More Const correctness.Clément Foucault
2018-02-05Eevee: Render: Reset winmat before jittering it again.Clément Foucault
2018-02-05Eevee: Render: Fix Ao pass background contamination.Clément Foucault
It was poluted by the additive blend mode.
2018-02-05Eevee: Render Fix black normals on blended material in the normal pass.Clément Foucault
2018-02-05Eevee: Render: Force normal buffer creation if needed.Clément Foucault
2018-02-05Eevee: Codestyle: Indent #ifdefsClément Foucault
2018-02-05Eevee: Render: Fix black reflections in 1st sample.Clément Foucault
2018-02-03Eevee: Fix crash when using Ogl render and subsurface.Clément Foucault
2018-02-03Eevee: Render: Fix hashed-alpha testing.Clément Foucault
2018-02-03Eevee: Render: Make sure all probes are refreshed before rendering.Clément Foucault
2018-02-03Eevee: Perf: Put transparent sorting before the render loop.Clément Foucault
2018-02-03Eevee: Render: Add ambient occlusion pass support.Clément Foucault
2018-02-03Eevee: Subsurface: Release separate albedo texture if not used.Clément Foucault
2018-02-02Eevee: Render: Fix volume sampling.Clément Foucault
2018-02-02Eevee: Render: Make sure background does not write to ssr data.Clément Foucault
2018-02-02Eevee: Render: Fix NaNs in Normal pass.Clément Foucault
2018-02-01Eevee: Render: Make render passes appear in compositor.Clément Foucault
2018-02-01Eevee: Render: Add support for multiview.Clément Foucault
2018-02-01Eevee: Render: Add Transparent Background option.Clément Foucault
... under a new "Film" tab in the render properties panel.
2018-02-01Eevee: Add mist pass support.Clément Foucault
Eevee: Render: Fix crash when not enabling mist pass.
2018-02-01Eevee: Simplify/Fix view_vecs calculation.Clément Foucault
Now view_vecs[0][2] ALWAYS contains Near clip plane and view_vecs[1][2] = far - near.
2018-02-01Eevee: Render: Add Subsurface Pass support.Clément Foucault
2018-01-31Eevee: SSS: Fix SSS perturbating SSR normals.Clément Foucault
2018-01-31Eevee: Render: Fix crash when using a sun lamps with shadow.Clément Foucault
2018-01-31Eevee: Render: Add Normal pass output.Clément Foucault
2018-01-31Eevee: Fix indentation and fix output normal of emission shader.Clément Foucault
2018-01-31Eevee: Fix Crash when rendering using Render Border.Clément Foucault
2018-01-30Fix light probe callbacksCampbell Barton
Even though this wasn't crashing here, the arg types were wrong.
2018-01-30Eevee: Remove unused variable.Clément Foucault
2018-01-30Eevee: Add Z pass render result.Clément Foucault
2018-01-30Eevee: Add support for TAA/SuperSampling for final render.Clément Foucault
2018-01-30Eevee: Initial Final Render support.Clément Foucault
TAA / multiple samples is not working at the moment.
2018-01-30DRW / Render: Add support for render pipeline in drawmanager.Clément Foucault
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface. This might be addressed in the future at least for video rendering. A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-29Fix T53598: OpenGL Render Animation does not update shadowsSergey Sharybin
General idea of the fix: skip the whole draw manager callback madness which was used to tag object's engine specific data as dirty. Use generic recalc flag in ObjectEngineData structure instead. This gives us the following benefits; - Sovles mentioned bug report. - Avoids whole interface lookup for opened viewports for EVERY changed ID. - Fixes missing updates when viewport is temporarily invisible. Reviewers: dfelinto, fclem Differential Revision: https://developer.blender.org/D3028
2018-01-29Refactor object engine data storageSergey Sharybin
Main idea is to make specific engine types be a subclass of generic ObjectEngineData structure. This required following changes: - Have extra size argument to engine data allocation function. Not sure whether there is less error-prone way of doing this. - Add init() callback to engine data allocation function. Additionally, added some extra checks to Eevee's engine data getters, so we do not silently cast lamp data to lightprobe data. Reviewers: dfelinto, fclem Differential Revision: https://developer.blender.org/D3027
2018-01-25Fix Eevee error messageDalai Felinto
That said, this should be informed to the user, not printed in the console.
2018-01-24Fix "GPUTexture: texture alloc failed. Not enough Video Memory." in area ↵Germano
resizing `gpu_texture_try_alloc` invalidates zero-sized textures. The message in the console is not correct in this case (because it is not due to lack of memory).
2018-01-22Eevee: Probes: Add support for intensity tweak.Clément Foucault
This works for grid and cubemaps. The intensity is baked into the map itself. Thus you need to refresh/rebake the probe to see the changes.
2018-01-22Eevee: Fix grid lighting disappearing when adding a new cubemap probe.Clément Foucault
2018-01-22Clay: Performance: Disable AO codepath if not necessary.Clément Foucault
This optimisation only works if no material in the scene require the AO pass. For this either set the AO distance to 0 or both Cavity and Edges factors to 0. This double the performance of scenes with very high triangle count.
2018-01-22Eevee: SSR: Optimize the AO out when not enabled.Clément Foucault
2018-01-22Eevee: Put all constant uniforms in a global UBO.Clément Foucault
This is an optimization / cleanup commit. The use of a global ubo remove lots of uniform lookups and only transfert data when needed. Lots of renaming for more consistent codestyle.